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Rampant

VBy Veden

Improves the enemies tactics by using potential fields (pheromones) allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses blockable biter projectiles. Adds new Enemies which can be disabled in mod settings. Difficulty setting in mod options menu.

Description

If you want to donate: https://ko-fi.com/rampant

Rampant Tactics

Factorio Mod - Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Also removes homing biter projectiles. Difficulty setting in mod options menu.

Forum Post

https://forums.factorio.com/viewtopic.php?f=94&t=31445

Notes

Most recent history will appear here, otherwise complete history available on github, this site has a 10,000 character limit.

0.16.26+ requires the experimental version of the game.

There will be a pause the first time and on every upgrade that Rampant loads. This is due to indexing all the chunks that have been generated.

MP should be working If experiencing desyncs, after an update, please do the following: 1) let me know 2) Load save with Rampant enabled 3) Save the map after Rampant has been updated 4) Load save in step 3

Configure Options not in game menu:

  • Ramp up to max biter wave size

Features

  • New Enemy Factions - Neutral, Acid, Fast, Physical, Electric, Inferno, Suicide, Fire, Nuclear, Laser, Troll, Wasp, Spawner
  • Swarming - Units will smoothly slide by one another allowing for streamlined attacking
  • Difficulty Scaling - A mod option to control how quickly the ai can perform actions like making attack waves.
  • Nocturnal Mode - A mod option to force biters to only attack at night. Does not yet affect vanilla attacks. Best use with daynight extender mod
  • Recycling Biters - When large groups of biters form on the game map and aren't assigned to a unit group or near a base will be periodically removed and refunded to the ai causing attack waves proportional to the number of units removed.
  • Breaching - When biters are destroying structures nearby unit groups will come to join them
  • Frenzy squads - When a unit group gets close to a player or start combat they switch to attacking everything in there path for a set radius or until there is nothing left
  • Rabid squads - Is in a permanent frenzied state as soon as the group is formed
  • Tactical Retreats - These will take place when a unit group is in a chunk that has reached a death threshold
  • Unit Group Forming - Any chunks with spawners in it that is covered by a pollution or player clouds will form groups based on the evolution factor
  • Probing Behavior Against Defenses - unit groups will attempt to avoid chunks that are soaked in death
  • Player Hunting - Unit groups will track the player based on there emitted pheromone cloud
  • Rallying Death Cry - When a unit is killed on a chunk that is past the retreat threshold, the unit will attempt to summon reinforcements to help them
  • Counterattacks - When the player is in combat near nests they will send reinforcements to unit groups
  • Reinforcements - Nests will send assistance to nearby nests under attack by the player
  • No Homing Projectiles - All projectiles are fired at locations and no longer track the player
  • Pathfinding - Unit groups will use potential fields to perform only single step pathfinding allowing for efficient and dynamic pathing
  • Peace mode - If something sets peace mode, Rampant will respect it
  • Ion Cannon Reaction - Firing the Ion Cannon will cause nests around the blast site to form into an attack wave and agitate all biters
  • Rocket Reaction - Firing the rocket from the rocket silo will cause the biters to form extra attack waves
  • Blockable Projectiles - Some of the biters projectiles can now be blocked by walls and trees
  • Raiding AI state - The AI will periodically send attack waves based on building proximity and not just pollution
  • Migration AI State - Where the ai looks for resources patches to setup new bases
  • Sieging AI state - Where the ai does a migration event but also builds towards the player and their base
  • Onslaught AI state - Where the ai gains 2x credits per logic cycle that can be used on units and buildings
  • Vanilla AI Replacement - The default expansion and attack waves can be completely turned off and allow Rampant to work its magic

Planned Features

  • Tunneling Biters

Version History

Version: 0.16.31 Date: 7. 19. 2018 Bugfixes:

  • MAJOR BUG: fixed typo in inverted filter for processing player buildings and enemy nests, which eventually lead to all aliens going inactive due to invalid targets [https://mods.factorio.com/mod/Rampant/discussion/5b48e84e1495c8000be8f961]
  • For changing start and end enemy level in relation to scaling value error [https://mods.factorio.com/mod/Rampant/discussion/5b4e37227ffb42000a2dc40d]

Version: 0.16.30 Date: 6. 7. 2018 Improvements:

  • Raiding AI state nows requires an evolution of 0.04 before it can trigger

Bugfixes:

  • Fixed fire biter nest size
  • Fixed Acid spitter resistances to be more inline with vanilla resistances
  • Fixed laser faction not having in-place evolution path from electric biters
  • Fixed range of unit levels being off by one, limiting the max units to level 9 only instead of 10
  • Fixed missing wasp worm drone locale entry

Tweaks:

  • Increased troll units scale +0.2
  • Increased troll health regeneration for units by ~3x, spawners and worms by ~7x
  • Increased the lower attribute bound from 0.7 to 0.85
  • Increased the base distance to evolution index ratio from (1 / 5480) to (1 / 7200)
  • Increased the chance that initial base alignment picks a lower tier alignment by 0.15
  • Normalized all enemy faction attributes through the defaults, should be minor unit corrections

Framework:

  • Refactored new enemy modules
  • Created default attributes for all unit, unit spawner, worms

Version: 0.16.29 Date: 6. 3. 2018 Tweaks:

  • Increased ai state min time from 1 to 7 minutes
Read the full description on Factorio Mod Portal

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